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Old February 5th, 2015, 01:42 AM
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Mobhack Mobhack is offline
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Default Re: OOB 066 Sweden [WIP]

Points cost is nothing to do with AI targeting.

Relative importance is - so HQ, FOO, MRLs, SAMs, ATGMs, A/T guns, ammo units, engineers are all units that the AI will prefer given an array of choices to plot arty on.

See also the section on "AI interest" in the Game Guide release history section.

The priorities are different for direct fire plotting. Best target to shoot at differs for a sniper from an SP_ATGM. Planes prioritise FLAK.

But that sort of stuff is "duh" obvious. Splatting the battalion HQ if its spotted is a no-brainer. Liking ammo units is ditto - since only the human uses these to feed critical units and they tend therefore to be situated close by an important asset (SAM, ATGM, artillery). Engineers are good to kill, if its defending as that preserves field defences (and they tend to be deployed for a breach, or to be heading towards such).
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Old February 8th, 2015, 12:12 PM
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Post Re: OOB 066 Sweden [WIP]

Quote:
Originally Posted by scorpio_rocks View Post
Quote:
Originally Posted by shahadi View Post
What I've played with, to simulate realism, is to coax the AI into attacking Supply units, etc, by dramatically increasing their cost value from say 20 for a truck to 520. Now with this cost premium the player must defend the non-fighting units because the AI will go after those targets.
Does this actually work? Does the AI make targeting choices based on target cost? or will it target the unit that is more of a threat?, closer?, easiest to kill?, in its target priority (ie inf v inf, AT v Tank, etc)?
Quote:
Originally Posted by Mobhack View Post
Points cost is nothing to do with AI targeting.

Relative importance is - so HQ, FOO, MRLs, SAMs, ATGMs, A/T guns, ammo units, engineers are all units that the AI will prefer given an array of choices to plot arty on.

See also the section on "AI interest" in the Game Guide release history section.
I got ahead of myself in my reply, no defense really; just was at my son's karate dujo - being a parent sometimes the multi-tasking thing does not always work. To proceed, I have dramatically increased the cost of a unit so that the player will use that unit in a realistic way. As I've done in the Red Line Syria series. For instance, not using the Osprey ferrying troops as a gunship, or buying a handful of trucks, rush them forward so that an ATGM will expend a shot on a cheap truck, and there are countless other examples.

Also, another unit that the AI will prioritize is the machine gun: light, medium, or heavy. And, I've talked about making separate formations of machine guns so that I can field individual units rather than sections, admittedly, primarily for maneuver and fire suppression concerns, rather than AI targeting (Although, if you have two MG targets, that's one more the AI has to target.)

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